There's a variation on what Elroch just said.
Anytime the computer finds a forced checkmate - it doesn't have to find a faster or slower one. That's that. It 'gets a break' on the faster one.
If it finds a forced draw or forced perpetual check or forced stalemate though - it can't stop there. Its not finished that yet.
Because what if there's a forced win for the player supposedly trying to draw?
It has to check thoroughly for that too - even if it doesn't look likely.
Or what about just 'winning chances'? What if the player doesn't want a draw?
That's making it tougher yet again.
I guess we have to give the computer a break and it doesn't have to look for helpmates and helpdraws and helpwins? That's not 'open and shut' either.
In fact - mistakes (help) is what the real game of chess is all about.
Elroch already indirectly suggesting that too in his posts just now.
Its really getting from 7 to 8 pieces that's key - and 8 to 9 and so on up to and including 32.
But the sun's going to engulf the earth long before that job gets done!
@9694
"according to you" ++ 'bring all openings to technical endgames', that is weakly solving Chess.
"chess is a draw because these games are perfect, these games are perfect because chess is a draw" ++ No. Chess is a draw and the 105 games must be perfect, because there is no other plausible explanation for 105 draws out of 105 games at top chess level.
I say the only plausible explanation for the 105 draws is:
0 error: 105 games
1 error: 0 games
2 errors: 0 games
3 errors: 0 games
4 errors: 0 games
Try to come up with any plausible explanation:
Glad to help you out. Here is one of very many possibilities
0 error: 104 games
1 error: 0 games
2 errors: 1 game
Always glad to enlighten.
Note that such double errors may be quite common when the players are quite similar, because they can involve both players missing a very difficult line. Likely examples are often spotted in world class GM games analysed by top engines.
i.e. (simplified) player A plays move A because he misses the very difficult response move B, then player B misses move B because it is very difficult to see it is good. [In actuality the relevant difficult moves could be 20 ply deep in analysis].